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I want to use a texture atlas of 2048 x 2048 in my game, and I would like to warn the users with a "too low" device to not download the game.

With a texture atlas of this size, what requirements should I say, on ANDROID ?

This image (source : http://stackoverflow.com/questions/10392027/recommended-limit-for-memory-management-in-cocos2d ) shows the requirements for IPHONE, what about for ANDROID : 512Mo minimum, with a 1GHz, is a correct requirement ?

enter image description here

Thanks for your answer

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up vote 10 down vote accepted
+50

You'll be okay to ship your game to majority of your users with a configuration like that. Even the fairly old (nearly 3 years now) old Samsung Galaxy Captivate will run with a texture resolution of that size. You won't have too many issues supporting almost any device like that (I can't think of any off the top of my head. Okay, that's a lie... maybe the HTC Drean. However, that being said if you want to prevent random crashes and the like when a user OPENS your app - do yourself a favour and query for GL_MAX_TEXTURE_SIZE. This will return the maximum texture dimension you can use and if it's less than 2048 you can throw a warning to your user stating gameplay probably won't work or you can load some alternative assets if that's possible for your game that might work for the game at a lower resolution, scale, or with some effects missing. The choice is yours!

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Thank you very much, I will follow this advice, thanks! –  Paul Feb 28 '13 at 19:59
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